public override void Drive(FlightCtrlState s) // TODO put the brake in when running out of power to prevent nighttime solar failures on hills, or atleast try to { // TODO make distance calculation for 'reached' determination consider the rover and waypoint on sealevel to prevent height differences from messing it up -- should be done now? if (orbit.referenceBody != lastBody) { WaypointIndex = -1; Waypoints.Clear(); } MechJebWaypoint wp = (WaypointIndex > -1 && WaypointIndex < Waypoints.Count ? Waypoints[WaypointIndex] : null); var brake = vessel.ActionGroups[KSPActionGroup.Brakes]; // keep brakes locked if they are curSpeed = Vector3d.Dot(vessel.srf_velocity, vesselState.forward); CalculateTraction(); speedIntAcc = speedPID.intAccum; if (wp != null && wp.Body == orbit.referenceBody) { if (ControlHeading) { heading = Math.Round(HeadingToPos(vessel.CoM, wp.Position), 1); } if (ControlSpeed) { var nextWP = (WaypointIndex < Waypoints.Count - 1 ? Waypoints[WaypointIndex + 1] : (LoopWaypoints ? Waypoints[0] : null)); var distance = Vector3.Distance(vessel.CoM, wp.Position); if (wp.Target != null) { distance += (float)(wp.Target.srfSpeed * curSpeed) / 2; } //var maxSpeed = (wp.MaxSpeed > 0 ? Math.Min((float)speed, wp.MaxSpeed) : speed); // use waypoints maxSpeed if set and smaller than set the speed or just stick with the set speed var maxSpeed = (wp.MaxSpeed > 0 ? wp.MaxSpeed : speed); // speed used to go towards the waypoint, using the waypoints maxSpeed if set or just stick with the set speed var minSpeed = (wp.MinSpeed > 0 ? wp.MinSpeed : (nextWP != null ? TurningSpeed((nextWP.MaxSpeed > 0 ? nextWP.MaxSpeed : speed), heading - HeadingToPos(wp.Position, nextWP.Position)) : (distance - wp.Radius > 50 ? turnSpeed.val : 1))); minSpeed = (wp.Quicksave ? 1 : minSpeed); // ^ speed used to go through the waypoint, using half the set speed or maxSpeed as minSpeed for routing waypoints (all except the last) var brakeFactor = Math.Max((curSpeed - minSpeed) * 1, 3); var newSpeed = Math.Min(maxSpeed, Math.Max((distance - wp.Radius) / brakeFactor, minSpeed)); // brake when getting closer newSpeed = (newSpeed > turnSpeed ? TurningSpeed(newSpeed, headingErr) : newSpeed); // reduce speed when turning a lot if (LimitAcceleration) { newSpeed = curSpeed + Mathf.Clamp((float)(newSpeed - curSpeed), -1.5f, 0.5f); } // newSpeed = tgtSpeed + Mathf.Clamp((float)(newSpeed - tgtSpeed), -Time.deltaTime * 8f, Time.deltaTime * 2f); var radius = Math.Max(wp.Radius, 10); if (distance < radius) { if (WaypointIndex + 1 >= Waypoints.Count) // last waypoint { newSpeed = new [] { newSpeed, (distance < radius * 0.8 ? 0 : 1) }.Min(); // ^ limit speed so it'll only go from 1m/s to full stop when braking to prevent accidents on moons if (LoopWaypoints) { WaypointIndex = 0; } else { newSpeed = 0; // tgtSpeed.force(newSpeed); if (curSpeed < brakeSpeedLimit) { if (wp.Quicksave) { //if (s.mainThrottle > 0) { s.mainThrottle = 0; } if (FlightGlobals.ClearToSave() == ClearToSaveStatus.CLEAR) { WaypointIndex = -1; ControlHeading = ControlSpeed = false; QuickSaveLoad.QuickSave(); } } else { WaypointIndex = -1; ControlHeading = ControlSpeed = false; } } // else { // Debug.Log("Is this even getting called?"); // WaypointIndex++; // } } } else { if (wp.Quicksave) { //if (s.mainThrottle > 0) { s.mainThrottle = 0; } newSpeed = 0; // tgtSpeed.force(newSpeed); if (curSpeed < brakeSpeedLimit) { if (FlightGlobals.ClearToSave() == ClearToSaveStatus.CLEAR) { WaypointIndex++; QuickSaveLoad.QuickSave(); } } } else { WaypointIndex++; } } } brake = brake || ((s.wheelThrottle == 0 || !vessel.isActiveVessel) && curSpeed < brakeSpeedLimit && newSpeed < brakeSpeedLimit); // ^ brake if needed to prevent rolling, hopefully tgtSpeed = (newSpeed >= 0 ? newSpeed : 0); } } if (ControlHeading) { headingPID.intAccum = Mathf.Clamp((float)headingPID.intAccum, -1, 1); double instantaneousHeading = vesselState.rotationVesselSurface.eulerAngles.y; headingErr = MuUtils.ClampDegrees180(instantaneousHeading - heading); if (s.wheelSteer == s.wheelSteerTrim || FlightGlobals.ActiveVessel != vessel) { float spd = Mathf.Min((float)speed, (float)turnSpeed); // if a slower speed than the turnspeed is used also be more careful with the steering float limit = (Mathf.Abs((float)curSpeed) <= turnSpeed ? 1 : Mathf.Clamp((float)(spd / Mathf.Abs((float)curSpeed)), 0.35f, 1f)); double act = headingPID.Compute(headingErr); s.wheelSteer = Mathf.Clamp((float)act, -limit, limit); } } // Brake if there is no controler (Pilot eject from seat) if (BrakeOnEject && vessel.GetReferenceTransformPart() == null) { s.wheelThrottle = 0; // vessel.ActionGroups.SetGroup(KSPActionGroup.Brakes, true); brake = true; } else if (ControlSpeed) { speedPID.intAccum = Mathf.Clamp((float)speedPID.intAccum, -5, 5); speedErr = (WaypointIndex == -1 ? speed.val : tgtSpeed) - Vector3d.Dot(vessel.srf_velocity, vesselState.forward); if (s.wheelThrottle == s.wheelThrottleTrim || FlightGlobals.ActiveVessel != vessel) { float act = (float)speedPID.Compute(speedErr); s.wheelThrottle = !LimitAcceleration?Mathf.Clamp((float)act, -1, 1) : // I think I'm using these ( ? : ) a bit too much (traction == 0 ? 0 : (act < 0 ? Mathf.Clamp(act, -1f, 1f) : (lastThrottle + Mathf.Clamp(act - lastThrottle, -0.005f, 0.005f)) * (traction < tractionLimit ? -1 : 1))); if (curSpeed < 0 & s.wheelThrottle < 0) { s.wheelThrottle = 0; } // don't go backwards // if (Mathf.Sign(act) + Mathf.Sign(s.wheelThrottle) == 0) { s.wheelThrottle = Mathf.Clamp(act, -1f, 1f); } if (speedErr < -1 && StabilityControl && Mathf.Sign(s.wheelThrottle) + Mathf.Sign((float)curSpeed) == 0) // StabilityControl && traction > 50 && // vessel.ActionGroups.SetGroup(KSPActionGroup.Brakes, true); { brake = true; } // else if (!stabilityControl || traction <= 50 || speedErr > -0.2 || Mathf.Sign(s.wheelThrottle) + Mathf.Sign((float)curSpeed) != 0) { // vessel.ActionGroups.SetGroup(KSPActionGroup.Brakes, (GameSettings.BRAKES.GetKey() && vessel.isActiveVessel)); // } lastThrottle = s.wheelThrottle; } } if (StabilityControl) { if (!core.attitude.users.Contains(this)) { core.attitude.users.Add(this); // line.enabled = true; } // float scale = Vector3.Distance(FlightCamera.fetch.mainCamera.transform.position, vessel.CoM) / 900f; // line.SetPosition(0, vessel.CoM); // line.SetPosition(1, vessel.CoM + hit.normal * 5); // line.SetWidth(0, scale + 0.1f); var fSpeed = (float)curSpeed; // if (Mathf.Abs(fSpeed) >= turnSpeed * 0.75) { Vector3 fwd = (Vector3)(traction > 0 ? // V when the speed is low go for the vessels forward, else with a bit of velocity // ((Mathf.Abs(fSpeed) <= turnSpeed ? vesselState.forward : vessel.srf_velocity / 4) - vessel.transform.right * s.wheelSteer) * Mathf.Sign(fSpeed) : // // ^ and then add the steering vesselState.forward * 4 - vessel.transform.right * s.wheelSteer * Mathf.Sign(fSpeed) : // and then add the steering vessel.srf_velocity); // in the air so follow velocity Vector3.OrthoNormalize(ref norm, ref fwd); var quat = Quaternion.LookRotation(fwd, norm); // if (traction > 0 || speed <= turnSpeed) { // var u = new Vector3(0, 1, 0); // // var q = FlightGlobals.ship_rotation; // var q_s = quat; // // var q_u = new Quaternion(u.x, u.y, u.z, 0); // var a = Quaternion.Dot(q, q_s * q_u); // var q_qs = Quaternion.Dot(q, q_s); // var b = (a == 0) ? Math.Sign(q_qs) : (q_qs / a); // var g = b / Mathf.Sqrt((b * b) + 1); // var gu = Mathf.Sqrt(1 - (g * g)) * u; // var q_d = new Quaternion() { w = g, x = gu.x, y = gu.y, z = gu.z }; // var n = q_s * q_d; // // quat = n; // } core.attitude.attitudeTo(quat, AttitudeReference.INERTIAL, this); // } } if (BrakeOnEnergyDepletion) { var batteries = vessel.Parts.FindAll(p => p.Resources.Contains("ElectricCharge") && p.Resources["ElectricCharge"].flowState); var energyLeft = batteries.Sum(p => p.Resources["ElectricCharge"].amount) / batteries.Sum(p => p.Resources["ElectricCharge"].maxAmount); var openSolars = vessel.mainBody.atmosphere && // true if in atmosphere and there are breakable solarpanels that aren't broken nor retracted vessel.FindPartModulesImplementing <ModuleDeployableSolarPanel>().FindAll(p => p.isBreakable && p.panelState != ModuleDeployableSolarPanel.panelStates.BROKEN && p.panelState != ModuleDeployableSolarPanel.panelStates.RETRACTED).Count > 0; if (openSolars && energyLeft > 0.99) { vessel.FindPartModulesImplementing <ModuleDeployableSolarPanel>().FindAll(p => p.isBreakable && p.panelState == ModuleDeployableSolarPanel.panelStates.EXTENDED).ForEach(p => p.Retract()); } if (energyLeft < 0.05 && Mathf.Sign(s.wheelThrottle) + Mathf.Sign((float)curSpeed) != 0) { s.wheelThrottle = 0; } // save remaining energy by not using it for acceleration if (openSolars || energyLeft < 0.03) { tgtSpeed = 0; } if (curSpeed < brakeSpeedLimit && (energyLeft < 0.05 || openSolars)) { brake = true; } if (curSpeed < 0.1 && energyLeft < 0.05 && !waitingForDaylight && vessel.FindPartModulesImplementing <ModuleDeployableSolarPanel>().FindAll(p => p.panelState == ModuleDeployableSolarPanel.panelStates.EXTENDED).Count > 0) { waitingForDaylight = true; } } // brake = brake && (s.wheelThrottle == 0); // release brake if the user or AP want to drive if (s.wheelThrottle != 0 && Mathf.Sign(s.wheelThrottle) + Mathf.Sign((float)curSpeed) != 0) { brake = false; // the AP or user want to drive into the direction of momentum so release the brake } if (vessel.isActiveVessel) { if (GameSettings.BRAKES.GetKeyUp()) { brake = false; // release the brakes if the user lets go of them } if (GameSettings.BRAKES.GetKey()) { brake = true; // brake if the user brakes and we aren't about to flip } } tractionLimit = (double)Mathf.Clamp((float)tractionLimit, 0, 100); vessel.ActionGroups.SetGroup(KSPActionGroup.Brakes, brake && (StabilityControl && curSpeed > brakeSpeedLimit ? traction >= tractionLimit : true)); // ^ brake but hopefully prevent flipping over, assuming the user set up the limit right if (brake && curSpeed < 0.1) { s.wheelThrottle = 0; } }
public override void Drive(FlightCtrlState s) // TODO put the brake in when running out of power to prevent nighttime solar failures on hills, or atleast try to { // TODO make distance calculation for 'reached' determination consider the rover and waypoint on sealevel to prevent height differences from messing it up -- should be done now? if (orbit.referenceBody != lastBody) { WaypointIndex = -1; Waypoints.Clear(); } MechJebWaypoint wp = (WaypointIndex > -1 && WaypointIndex < Waypoints.Count ? Waypoints[WaypointIndex] : null); var brake = vessel.ActionGroups[KSPActionGroup.Brakes]; // keep brakes locked if they are curSpeed = Vector3d.Dot(vesselState.surfaceVelocity, vesselState.forward); CalculateTraction(); speedIntAcc = speedPID.intAccum; if (wp != null && wp.Body == orbit.referenceBody) { if (ControlHeading) { heading.val = Math.Round(HeadingToPos(vessel.CoM, wp.Position), 1); } if (ControlSpeed) { var nextWP = (WaypointIndex < Waypoints.Count - 1 ? Waypoints[WaypointIndex + 1] : (LoopWaypoints ? Waypoints[0] : null)); var distance = Vector3.Distance(vessel.CoM, wp.Position); if (wp.Target != null) { distance += (float)(wp.Target.srfSpeed * curSpeed) / 2; } // var maxSpeed = (wp.MaxSpeed > 0 ? Math.Min((float)speed, wp.MaxSpeed) : speed); // use waypoints maxSpeed if set and smaller than set the speed or just stick with the set speed var maxSpeed = (wp.MaxSpeed > 0 ? wp.MaxSpeed : speed); // speed used to go towards the waypoint, using the waypoints maxSpeed if set or just stick with the set speed var minSpeed = (wp.MinSpeed > 0 ? wp.MinSpeed : (nextWP != null ? TurningSpeed((nextWP.MaxSpeed > 0 ? nextWP.MaxSpeed : speed), heading - HeadingToPos(wp.Position, nextWP.Position)) : (distance - wp.Radius > 50 ? turnSpeed.val : 1))); minSpeed = (wp.Quicksave ? 1 : minSpeed); // ^ speed used to go through the waypoint, using half the set speed or maxSpeed as minSpeed for routing waypoints (all except the last) var newSpeed = Math.Min(maxSpeed, Math.Max((distance - wp.Radius) / curSpeed, minSpeed)); // brake when getting closer newSpeed = (newSpeed > turnSpeed ? TurningSpeed(newSpeed, headingErr) : newSpeed); // reduce speed when turning a lot var radius = Math.Max(wp.Radius, 10); if (distance < radius) { if (WaypointIndex + 1 >= Waypoints.Count) // last waypoint { newSpeed = new [] { newSpeed, (distance < radius * 0.8 ? 0 : 1) }.Min(); // ^ limit speed so it'll only go from 1m/s to full stop when braking to prevent accidents on moons if (LoopWaypoints) { WaypointIndex = 0; } else { newSpeed = 0; brake = true; if (curSpeed < brakeSpeedLimit) { if (wp.Quicksave) { if (FlightGlobals.ClearToSave() == ClearToSaveStatus.CLEAR) { WaypointIndex = -1; ControlHeading = ControlSpeed = false; QuickSaveLoad.QuickSave(); } } else { WaypointIndex = -1; ControlHeading = ControlSpeed = false; } } } } else { if (wp.Quicksave) { newSpeed = 0; if (curSpeed < brakeSpeedLimit) { if (FlightGlobals.ClearToSave() == ClearToSaveStatus.CLEAR) { WaypointIndex++; QuickSaveLoad.QuickSave(); } } } else { WaypointIndex++; } } } brake = brake || ((s.wheelThrottle == 0 || !vessel.isActiveVessel) && curSpeed < brakeSpeedLimit && newSpeed < brakeSpeedLimit); // ^ brake if needed to prevent rolling, hopefully tgtSpeed = (newSpeed >= 0 ? newSpeed : 0); } } if (ControlHeading) { headingPID.intAccum = Mathf.Clamp((float)headingPID.intAccum, -1, 1); double instantaneousHeading = vesselState.rotationVesselSurface.eulerAngles.y; headingErr = MuUtils.ClampDegrees180(instantaneousHeading - heading); if (s.wheelSteer == s.wheelSteerTrim || FlightGlobals.ActiveVessel != vessel) { float limit = (Math.Abs(curSpeed) > turnSpeed ? Mathf.Clamp((float)((turnSpeed + 6) / Square(curSpeed)), 0.1f, 1f) : 1f); // turnSpeed needs to be higher than curSpeed or it will never steer as much as it could even at 0.2m/s above it double act = headingPID.Compute(headingErr); if (traction >= tractionLimit) { s.wheelSteer = Mathf.Clamp((float)act, -limit, limit); // prevents it from flying above a waypoint and landing with steering at max while still going fast } } } // Brake if there is no controler (Pilot eject from seat) if (BrakeOnEject && vessel.GetReferenceTransformPart() == null) { s.wheelThrottle = 0; brake = true; } else if (ControlSpeed) { speedPID.intAccum = Mathf.Clamp((float)speedPID.intAccum, -5, 5); speedErr = (WaypointIndex == -1 ? speed.val : tgtSpeed) - Vector3d.Dot(vesselState.surfaceVelocity, vesselState.forward); if (s.wheelThrottle == s.wheelThrottleTrim || FlightGlobals.ActiveVessel != vessel) { float act = (float)speedPID.Compute(speedErr); s.wheelThrottle = Mathf.Clamp(act, -1f, 1f); if (curSpeed < 0 & s.wheelThrottle < 0) { s.wheelThrottle = 0; } // don't go backwards if (Mathf.Sign(act) + Mathf.Sign(s.wheelThrottle) == 0) { s.wheelThrottle = Mathf.Clamp(act, -1f, 1f); } if (speedErr < -1 && StabilityControl && Mathf.Sign(s.wheelThrottle) + Math.Sign(curSpeed) == 0) { brake = true; } lastThrottle = Mathf.Clamp(s.wheelThrottle, -1, 1); } } if (StabilityControl) { if (!core.attitude.users.Contains(this)) { core.attitude.users.Add(this); } var fSpeed = (float)curSpeed; Vector3 fwd = (Vector3)(traction > 0 ? // V when the speed is low go for the vessels forward, else with a bit of velocity vesselState.forward * 4 - vessel.transform.right * s.wheelSteer * Mathf.Sign(fSpeed) : // and then add the steering vesselState.surfaceVelocity); // in the air so follow velocity Vector3.OrthoNormalize(ref norm, ref fwd); var quat = Quaternion.LookRotation(fwd, norm); if (vesselState.torqueAvailable.sqrMagnitude > 0) { core.attitude.attitudeTo(quat, AttitudeReference.INERTIAL, this); } } if (BrakeOnEnergyDepletion) { var batteries = vessel.Parts.FindAll(p => p.Resources.Contains(PartResourceLibrary.ElectricityHashcode) && p.Resources.Get(PartResourceLibrary.ElectricityHashcode).flowState); var energyLeft = batteries.Sum(p => p.Resources.Get(PartResourceLibrary.ElectricityHashcode).amount) / batteries.Sum(p => p.Resources.Get(PartResourceLibrary.ElectricityHashcode).maxAmount); var openSolars = vessel.mainBody.atmosphere && // true if in atmosphere and there are breakable solarpanels that aren't broken nor retracted vessel.FindPartModulesImplementing <ModuleDeployableSolarPanel>().FindAll(p => p.isBreakable && p.deployState != ModuleDeployablePart.DeployState.BROKEN && p.deployState != ModuleDeployablePart.DeployState.RETRACTED).Count > 0; if (openSolars && energyLeft > 0.99) { vessel.FindPartModulesImplementing <ModuleDeployableSolarPanel>().FindAll(p => p.isBreakable && p.deployState == ModuleDeployablePart.DeployState.EXTENDED).ForEach(p => p.Retract()); } if (energyLeft < 0.05 && Math.Sign(s.wheelThrottle) + Math.Sign(curSpeed) != 0) { s.wheelThrottle = 0; } // save remaining energy by not using it for acceleration if (openSolars || energyLeft < 0.03) { tgtSpeed = 0; } if (curSpeed < brakeSpeedLimit && (energyLeft < 0.05 || openSolars)) { brake = true; } if (curSpeed < 0.1 && energyLeft < 0.05 && !waitingForDaylight && vessel.FindPartModulesImplementing <ModuleDeployableSolarPanel>().FindAll(p => p.deployState == ModuleDeployablePart.DeployState.EXTENDED).Count > 0) { waitingForDaylight = true; } } if (s.wheelThrottle != 0 && (Math.Sign(s.wheelThrottle) + Math.Sign(curSpeed) != 0 || curSpeed < 1)) { brake = false; // the AP or user want to drive into the direction of momentum so release the brake } if (vessel.isActiveVessel) { if (GameSettings.BRAKES.GetKeyUp()) { brake = false; // release the brakes if the user lets go of them } if (GameSettings.BRAKES.GetKey()) { brake = true; // brake if the user brakes and we aren't about to flip } } tractionLimit = (double)Mathf.Clamp((float)tractionLimit, 0, 100); vessel.ActionGroups.SetGroup(KSPActionGroup.Brakes, brake && (StabilityControl && (ControlHeading || ControlSpeed) ? traction >= tractionLimit : true)); // only let go of the brake when losing traction if the AP is driving, otherwise assume the player knows when to let go of it // also to not constantly turn off the parking brake from going over a small bump if (brake && curSpeed < 0.1) { s.wheelThrottle = 0; } }